Completed LeviLamprey vs Yarnus of Bethany (Ref: Wolfe)

Since rules about recoveries, chills, or abilities weren't set, I'll set them myself. They're going to be 2 recoveries, 5 chills, and all abilities.

Heaven or Hell...

~The deafening cries of the capacity crowd intoxicate the ASB stadium, reverberating their excitement throughout the structure. Deep in the center lies the standard clay arena which has seen the rise of many great champions, fierce combat, and intense collateral damage in its many years of use. Extending over 100 yards long and spread over 50 yards wide, the field is marked with the Pokeball insignia and lines dividing the two sides in white chalk. With the crowd's energy coming to a crescendo, two eager combatants step forward, each wielding three Pokemon firmly. Which Pokemon will be called forth and what kind of action will this audience experience today?~

Abilities: Natural Cure, Cloud Nine (DW Locked)Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Cloud Nine: (DW LOCKED) (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Trace: Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Synchronise: Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Telepathy (DW LOCKED): Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities: LevitateLevitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Peck! the Spearow(Move your mouse to reveal the content)Peck! the Spearow (open)Peck! the Spearow (close)

Spearow (Peck!) MaleNature: Naughty(+1 attack, -1 special defense)Type: Normal/FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: Innate This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Zzz! The Munchlax(Move your mouse to reveal the content)Zzz! The Munchlax (open)Zzz! The Munchlax (close)

Munchlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: Type: Innate This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Zap! the Porygon(Move your mouse to reveal the content)Zap! the Porygon (open)Zap! the Porygon (close)

Porygon [Zap!] (Genderless)Nature: Modest (+1 SpA, -Atk)Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities :
Trace: Type: Can be Activated This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Sorry Yarnus, you can't set the number of substitutions once the battle begins. By default, the number is going to be one. Also your first substitution is illegal since you can only substitute for one specific attack or command, so I'll only use your second substitution for this round.

Right from the start, Peck flaps his tiny wings furiously to the skies, while Natsumi uselessly fires off a flash of hallucinatory light at the empty spot Peck once was. The Spearow bears down upon Natsumi, leaving her with jagged cuts. Peck then goes airborne again, only this time charging up and in clear range of Natsumi's piercing electrical beam. Suddenly, he charges into Natsumi even worse than before and she suffers a powerful blow that knocks her to her feet. As Peck descends back upon the Ralts, his diminutive wings grow thick and slash Natsumi, while she's able to seal off Peck's most powerful move.

Peck flies straight into the clear skies, while Natsumi chants ancient words. Soon, several pink tentacles protrude from her body, entangling Peck as he swoops down upon the Psychic Pokemon. As Natsumi fires a piercing electrical beam at her foe, Peck launches himself high into the skies dodging the attack, dives at Natsumi, and misses her by just inches. Regardless, the jubilant Spearow rushes beak-first into Natsumi, while she shifts across the field, surrounding Peck with five identical Ralts.

ASDF
Alright, let's go, Hajike!
Start by Coiling up to increase your physical prowess, then follow that up with a blazing Wild Charge! Conclude your assault by hurling a charged Spark into Peck's face!
If Peck uses Fly at any time, replace that turn's action with Coil (only once).

The intrepid Peck swoops in upon his new opponent, only to suddenly find himself entwined under Hajike's grasp! Hajike forcefully delivers a reckless headbutt imbued with electricity upon his foe, while the frantic Peck tries to relax himself from his current predicament. Now thinking positive thoughts, the reassured Peck pecks fiercely upon his foe, while Hajike's entire body sparks violently, paralyzing the poor Spearow.

Panting after enduring five rounds of combat, Peck furiously slips out of Hajike with all his might and charges into his foe with all the euphoric bliss he can muster. Sadly, Peck only merely damages Hajike's doppelganger clone, wasting his last efforts. The real Eelektrik, meanwhile, is safe and unharmed.

Notes:
-The Return + Return combo cost a total of 48 energy. Since Spearow only had 26 energy remaining, I divided the remaining energy over the energy cost of the attack and multiplied that on the final damage of the attack. Therefore, Spearow only managed to deal 10 damage.

Yarnus, you're only allowed to have one move of any given type in the Metronome roulette. You've chosen two Grass moves (Spore, Power Whip) and two Psychic moves (Psycho Shift, Gravity). Please reorder.